forked from 0ad/0ad
888 lines
21 KiB
C++
Executable File
888 lines
21 KiB
C++
Executable File
#include "precompiled.h"
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#include <cstdio>
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#include <cstring>
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#include <cstdlib>
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#include <cmath>
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// Alan: For some reason if this gets included after anything else some
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// compile time errors get thrown up todo with javascript internal typedefs
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#include "scripting/ScriptingHost.h"
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#include "sdl.h"
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#include "ogl.h"
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#include "detect.h"
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#include "timer.h"
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#include "input.h"
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#include "lib.h"
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#include "res/res.h"
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#include "res/file.h"
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#ifdef _M_IX86
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#include "sysdep/ia32.h"
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#endif
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#include "ps/CConsole.h"
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#include "Config.h"
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#include "MapReader.h"
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#include "Terrain.h"
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#include "TextureManager.h"
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#include "ObjectManager.h"
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#include "SkeletonAnimManager.h"
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#include "Renderer.h"
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#include "Model.h"
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#include "UnitManager.h"
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#include "BaseEntityCollection.h"
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#include "Entity.h"
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#include "EntityHandles.h"
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#include "EntityManager.h"
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#include "PathfindEngine.h"
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#include "XML.h"
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#include "scripting/JSInterface_Entity.h"
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#include "scripting/JSInterface_BaseEntity.h"
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#include "scripting/JSInterface_Vector3D.h"
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#include "ConfigDB.h"
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#include "CLogger.h"
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#ifndef NO_GUI
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#include "gui/GUI.h"
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#endif
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CConsole* g_Console = 0;
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extern int conInputHandler(const SDL_Event* ev);
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u32 game_ticks;
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bool keys[SDLK_LAST];
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bool mouseButtons[5];
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// Globals
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int g_xres, g_yres;
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int g_bpp;
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int g_freq;
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// flag to disable extended GL extensions until fix found - specifically, crashes
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// using VBOs on laptop Radeon cards
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static bool g_NoGLVBO=false;
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// flag to switch on shadows
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static bool g_Shadows=false;
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// flag to switch off pbuffers
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static bool g_NoPBuffer=true;
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// flag to switch on fixed frame timing (RC: I'm using this for profiling purposes)
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static bool g_FixedFrameTiming=false;
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static bool g_VSync = false;
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static bool g_EntGraph = false;
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static float g_Gamma = 1.0f;
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// mapfile to load or null for no map (and to use default terrain)
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static const char* g_MapFile=0;
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static Handle g_Font_Console; // for the console
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static Handle g_Font_Misc; // random font for miscellaneous things
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extern CCamera g_Camera;
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extern void terr_init();
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extern void terr_update(float time);
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extern int terr_handler(const SDL_Event* ev);
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extern int allow_reload();
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extern int dir_add_watch(const char* const dir, bool watch_subdirs);
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void Testing (void)
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{
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g_Console->InsertMessage(L"Testing Function Registration");
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}
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void TestingUnicode (void)
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{
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// This looks really broken in my IDE's font
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g_Console->InsertMessage(L" Ai! lauri� lantar lassi s�rinen,");
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g_Console->InsertMessage(L" y�ni �n�tim� ve r�mar aldaron!");
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g_Console->InsertMessage(L" Y�ni ve lint� yuldar av�nier");
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g_Console->InsertMessage(L" mi oromardi liss�-miruv�reva");
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g_Console->InsertMessage(L" And�n� pella, Vardo tellumar");
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g_Console->InsertMessage(L" nu luini yassen tintilar i eleni");
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g_Console->InsertMessage(L" �maryo airet�ri-l�rinen.");
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}
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static int write_sys_info()
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{
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get_gfx_info();
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struct utsname un;
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uname(&un);
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FILE* const f = fopen("../logs/system_info.txt", "w");
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if(!f)
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return -1;
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// .. OS
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fprintf(f, "%s %s (%s)\n", un.sysname, un.release, un.version);
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// .. CPU
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fprintf(f, "%s, %s", un.machine, cpu_type);
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if(cpus > 1)
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fprintf(f, " (x%d)", cpus);
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if(cpu_freq != 0.0f)
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{
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if(cpu_freq < 1e9)
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fprintf(f, ", %.2f MHz\n", cpu_freq*1e-6);
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else
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fprintf(f, ", %.2f GHz\n", cpu_freq*1e-9);
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}
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else
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fprintf(f, "\n");
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// .. memory
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fprintf(f, "%lu MB RAM; %lu MB free\n", tot_mem/MB, avl_mem/MB);
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// .. graphics card
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fprintf(f, "%s\n", gfx_card);
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fprintf(f, "%s\n", gfx_drv_ver);
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fprintf(f, "%dx%d:%d@%d\n", g_xres, g_yres, g_bpp, g_freq);
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// .. network name / ips
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char hostname[100]; // possibly nodename != hostname
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if (gethostname(hostname, sizeof(hostname)) == 0) // make sure it succeeded
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{
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fprintf(f, "%s\n", hostname);
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hostent* host = gethostbyname(hostname);
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if(host)
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{
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struct in_addr** ips = (struct in_addr**)host->h_addr_list;
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for(int i = 0; ips && ips[i]; i++)
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fprintf(f, "%s ", inet_ntoa(*ips[i]));
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fprintf(f, "\n");
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}
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}
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fclose(f);
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return 0;
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}
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// error before GUI is initialized: display message, and quit
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// TODO: localization
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static void display_startup_error(const wchar_t* msg)
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{
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const wchar_t* caption = L"0ad startup problem";
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write_sys_info();
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wdisplay_msg(caption, msg);
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exit(1);
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}
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// error before GUI is initialized: display message, and quit
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// TODO: localization
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static void display_startup_error(const char* msg)
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{
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const char* caption = "0ad startup problem";
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write_sys_info();
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display_msg(caption, msg);
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exit(1);
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}
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static int set_vmode(int w, int h, int bpp)
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{
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if(!SDL_SetVideoMode(w, h, bpp, SDL_OPENGL|SDL_FULLSCREEN))
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return -1;
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glViewport(0, 0, w, h);
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#ifndef NO_GUI
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g_GUI.UpdateResolution();
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#endif
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oglInit(); // required after each mode change
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return 0;
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}
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static void write_screenshot()
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{
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const size_t size = g_xres * g_yres * 3;
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void* img = malloc(size);
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glReadPixels(0, 0, g_xres, g_yres, GL_BGR_EXT, GL_UNSIGNED_BYTE, img);
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}
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bool active = true;
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static bool quit = false; // break out of main loop
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static int handler(const SDL_Event* ev)
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{
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int c;
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switch(ev->type)
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{
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case SDL_ACTIVE:
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active = ev->active.gain != 0;
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break;
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case SDL_KEYDOWN:
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c = ev->key.keysym.sym;
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keys[c] = true;
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switch(c)
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{
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case SDLK_ESCAPE:
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quit = true;
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break;
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case SDLK_PRINT:
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write_screenshot();
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break;
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}
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break;
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case SDL_KEYUP:
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c = ev->key.keysym.sym;
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keys[c] = false;
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break;
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case SDL_MOUSEBUTTONDOWN:
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c = ev->button.button;
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if( c < 5 )
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mouseButtons[c] = true;
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else
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debug_warn("SDL mouse button defs changed; fix mouseButton array def");
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break;
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case SDL_MOUSEBUTTONUP:
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c = ev->button.button;
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if( c < 5 )
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mouseButtons[c] = false;
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else
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debug_warn("SDL mouse button defs changed; fix mouseButton array def");
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break;
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}
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return EV_PASS;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// RenderTerrain: iterate through all terrain patches and submit all patches in viewing frustum to
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// the renderer
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void RenderTerrain()
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{
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CFrustum frustum=g_Camera.GetFustum();
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u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
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for (uint j=0; j<patchesPerSide; j++) {
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for (uint i=0; i<patchesPerSide; i++) {
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CPatch* patch=g_Terrain.GetPatch(i,j);
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if (frustum.IsBoxVisible (CVector3D(0,0,0),patch->GetBounds())) {
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g_Renderer.Submit(patch);
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}
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// SubmitModelRecursive: recurse down given model, submitting it and all its descendents to the
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// renderer
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void SubmitModelRecursive(CModel* model)
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{
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g_Renderer.Submit(model);
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const std::vector<CModel::Prop>& props=model->GetProps();
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for (uint i=0;i<props.size();i++) {
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SubmitModelRecursive(props[i].m_Model);
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// RenderModels: iterate through model list and submit all models in viewing frustum to the
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// Renderer
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void RenderModels()
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{
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CFrustum frustum=g_Camera.GetFustum();
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const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
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for (uint i=0;i<units.size();++i) {
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if (frustum.IsBoxVisible(CVector3D(0,0,0),units[i]->GetModel()->GetBounds())) {
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SubmitModelRecursive(units[i]->GetModel());
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// RenderNoCull: render absolutely everything to a blank frame to force renderer
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// to load required assets
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void RenderNoCull()
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{
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g_Renderer.BeginFrame();
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g_Renderer.SetCamera(g_Camera);
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uint i,j;
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const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
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for (i=0;i<units.size();++i) {
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SubmitModelRecursive(units[i]->GetModel());
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}
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u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
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for (j=0; j<patchesPerSide; j++) {
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for (i=0; i<patchesPerSide; i++) {
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CPatch* patch=g_Terrain.GetPatch(i,j);
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g_Renderer.Submit(patch);
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}
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}
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g_Renderer.FlushFrame();
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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g_Renderer.EndFrame();
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}
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static void Render()
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{
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// start new frame
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g_Renderer.BeginFrame();
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g_Renderer.SetCamera(g_Camera);
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// switch on wireframe for terrain if we want it
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//g_Renderer.SetTerrainRenderMode( SOLID ); // (PT: If this is done here, the W key doesn't work)
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RenderTerrain();
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RenderModels();
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g_Renderer.FlushFrame();
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if( g_EntGraph )
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{
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_DEPTH_TEST );
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glColor3f( 1.0f, 0.0f, 1.0f );
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g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
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glPopAttrib();
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}
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// overlay mode
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glAlphaFunc(GL_GREATER, 0.5);
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glEnable(GL_ALPHA_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Use the GL_ALPHA texture as the alpha channel with a flat colouring
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glDisable(GL_ALPHA_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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unifont_bind(g_Font_Misc);
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glColor4f(1.0f, 0.8f, 0.0f, 1.0f);
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glLoadIdentity();
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glTranslatef(10.0f, 10.0f, 0.0f);
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glwprintf( L"%d FPS", fps);
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#ifndef NO_GUI
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// Temp GUI message GeeTODO
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glLoadIdentity();
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glTranslatef(10, 60, 0);
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glwprintf( L"%S", g_GUI.TEMPmessage.c_str() );
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glLoadIdentity();
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g_GUI.Draw();
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#endif
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unifont_bind(g_Font_Console);
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glLoadIdentity();
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g_Console->Render();
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// restore
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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g_Renderer.EndFrame();
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}
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static void do_tick()
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{
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// UpdateWorld: update time dependent data in the world to account for changes over
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// the given time (in s)
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void UpdateWorld(float time)
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{
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const std::vector<CUnit*>& units=g_UnitMan.GetUnits();
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for (uint i=0;i<units.size();++i) {
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units[i]->GetModel()->Update(time);
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}
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g_EntityManager.updateAll( time );
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}
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void ParseArgs(int argc, char* argv[])
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{
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for (int i=1;i<argc;i++) {
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if (argv[i][0]=='-') {
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switch (argv[i][1]) {
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case 'm':
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if (argv[i][2]=='=') {
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g_MapFile=argv[i]+3;
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}
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break;
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case 'g':
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if( argv[i][2] == '=' )
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{
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g_Gamma = (float)atof( argv[i] + 3 );
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if( g_Gamma == 0.0f ) g_Gamma = 1.0f;
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}
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break;
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case 'e':
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g_EntGraph = true; break;
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case 'v':
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g_ConfigDB.CreateValue(CFG_SYSTEM, "vsync")
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->m_String="true";
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break;
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case 'n':
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if (strncmp(argv[i]+1,"novbo",5)==0) {
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g_ConfigDB.CreateValue(CFG_SYSTEM, "novbo")
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->m_String="true";
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}
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else if (strncmp(argv[i]+1,"nopbuffer",9)==0) {
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g_NoPBuffer=true;
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}
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break;
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case 'f':
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if (strncmp(argv[i]+1,"fixedframe",10)==0) {
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g_FixedFrameTiming=true;
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}
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break;
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case 's':
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if (strncmp(argv[i]+1,"shadows",7)==0) {
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g_ConfigDB.CreateValue(CFG_SYSTEM, "shadows")
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->m_String="true";
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}
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break;
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case 'x':
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if (strncmp(argv[i], "-xres=", 6)==0) {
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g_ConfigDB.CreateValue(CFG_SYSTEM, "xres")
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->m_String=argv[i]+6;
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}
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break;
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case 'y':
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if (strncmp(argv[i], "-yres=", 6)==0) {
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g_ConfigDB.CreateValue(CFG_SYSTEM, "yres")
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->m_String=argv[i]+6;
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}
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break;
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case 'c':
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if (strcmp(argv[i], "-conf") == 0) {
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if (argc-i >= 1) // At least one arg left
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{
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i++;
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char *arg=argv[i];
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char *equ=strchr(arg, '=');
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if (equ)
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{
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*equ=0;
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g_ConfigDB.CreateValue(CFG_SYSTEM, arg)
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->m_String=(equ+1);
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}
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}
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}
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break;
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}
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}
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}
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CConfigValue *val;
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if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "xres"))
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val->GetInt(g_xres);
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if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "yres"))
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val->GetInt(g_yres);
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if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "vsync"))
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val->GetBool(g_VSync);
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if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "novbo"))
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val->GetBool(g_NoGLVBO);
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if (val=g_ConfigDB.GetValue(CFG_SYSTEM, "shadows"))
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val->GetBool(g_Shadows);
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LOG(NORMAL, "g_x/yres is %dx%d\n", g_xres, g_yres);
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}
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static void psInit()
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{
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// start up Xerces - only needs to be done once (unless locale changes mid-game, for
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// some reason), not on every XML file load; multiple initialization calls are ok, though,
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// provided there are a matching number of XMLPlatformUtils::Terminate calls
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XMLPlatformUtils::Initialize();
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g_Font_Console = unifont_load("fonts/console");
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g_Font_Misc = unifont_load("fonts/verdana16");
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g_Console = new CConsole(0, g_yres-600.f, (float)g_xres, 600.f);
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g_Console->m_iFontHeight = unifont_linespacing(g_Font_Console);
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g_Console->m_iFontOffset = 9;
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#ifndef NO_GUI
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// GUI uses VFS, so this must come after VFS init.
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g_GUI.Initialize();
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g_GUI.LoadXMLFile("gui/styles.xml");
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g_GUI.LoadXMLFile("gui/hello.xml");
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g_GUI.LoadXMLFile("gui/sprite1.xml");
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#endif
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}
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static void psShutdown()
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{
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#ifndef NO_GUI
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g_GUI.Destroy();
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delete &g_GUI;
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#endif
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delete g_Console;
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// close down Xerces
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XMLPlatformUtils::Terminate();
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}
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extern u64 PREVTSC;
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int main(int argc, char* argv[])
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{
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#ifdef _MSC_VER
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u64 TSC=rdtsc();
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debug_out(
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"----------------------------------------\n"\
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"MAIN (elapsed = %f ms)\n"\
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"----------------------------------------\n", (TSC-PREVTSC)/2e9*1e3);
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PREVTSC=TSC;
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#endif
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const int ERR_MSG_SIZE = 1000;
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wchar_t err_msg[ERR_MSG_SIZE];
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lib_init();
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// set 24 bit (float) FPU precision for faster divides / sqrts
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#ifdef _M_IX86
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_control87(_PC_24, _MCW_PC);
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#endif
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// Create the scripting host. This needs to be done before the GUI is created.
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new ScriptingHost;
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detect();
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// init SDL
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
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{
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swprintf(err_msg, ERR_MSG_SIZE, L"SDL library initialization failed: %s\n", SDL_GetError());
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display_startup_error(err_msg);
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}
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atexit(SDL_Quit);
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SDL_EnableUNICODE(1);
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// preferred video mode = current desktop settings
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// (command line params may override these)
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get_cur_vmode(&g_xres, &g_yres, &g_bpp, &g_freq);
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// set current directory to "$game_dir/data".
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// this is necessary because it is otherwise unknown,
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// especially if run from a shortcut / symlink.
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//
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// "../data" is relative to the executable (in "$game_dir/system").
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//
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// rationale for data/ being root: untrusted scripts must not be
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// allowed to overwrite critical game (or worse, OS) files.
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// the VFS prevents any accesses to files above this directory.
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int err = file_rel_chdir(argv[0], "../data");
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if(err < 0)
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{
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swprintf(err_msg, ERR_MSG_SIZE, L"error setting current directory.\n"\
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L"argv[0] is probably incorrect. please start the game via command-line.");
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display_startup_error(err_msg);
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}
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new CConfigDB;
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g_ConfigDB.SetConfigFile(CFG_SYSTEM, false, "config/system.cfg");
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g_ConfigDB.Reload(CFG_SYSTEM);
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g_ConfigDB.SetConfigFile(CFG_MOD, true, "config/mod.cfg");
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// No point in reloading mod.cfg here - we haven't mounted mods yet
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g_ConfigDB.SetConfigFile(CFG_USER, true, "config/user.cfg");
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// Same thing here; we haven't even started up yet - this will wait until
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// the profile dir is VFS mounted (or we will do a new SetConfigFile with
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// a generated profile path)
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ParseArgs(argc, argv);
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// GUI is notified in set_vmode, so this must come before that.
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#ifndef NO_GUI
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new CGUI;
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#endif
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if(set_vmode(g_xres, g_yres, 32) < 0)
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{
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swprintf(err_msg, ERR_MSG_SIZE, L"could not set %dx%d graphics mode: %s\n", g_xres, g_yres, SDL_GetError());
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display_startup_error(err_msg);
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}
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write_sys_info();
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if(!oglExtAvail("GL_ARB_multitexture") || !oglExtAvail("GL_ARB_texture_env_combine"))
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display_startup_error(L"required ARB_multitexture or ARB_texture_env_combine extension not available");
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// enable/disable VSync
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// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
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|
if(oglExtAvail("WGL_EXT_swap_control"))
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wglSwapIntervalEXT(g_VSync? 1 : 0);
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|
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|
if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
|
|
{
|
|
debug_warn("SDL_SetGamma failed");
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|
}
|
|
|
|
|
|
vfs_mount("", "mods/official/", 0);
|
|
|
|
#ifdef _MSC_VER
|
|
u64 CURTSC=rdtsc();
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|
debug_out(
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|
"----------------------------------------\n"\
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|
"VFS ready (elapsed = %f ms)\n"\
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|
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
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PREVTSC=CURTSC;
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|
#endif
|
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|
|
psInit();
|
|
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|
// create renderer
|
|
new CRenderer;
|
|
|
|
// set renderer options from command line options - NOVBO must be set before opening the renderer
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
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|
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
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|
g_Renderer.SetOptionBool(CRenderer::OPT_NOPBUFFER,g_NoPBuffer);
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// create terrain related stuff
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new CTextureManager;
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// create actor related stuff
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|
new CSkeletonAnimManager;
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|
new CObjectManager;
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|
new CUnitManager;
|
|
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g_Renderer.Open(g_xres,g_yres,g_bpp);
|
|
|
|
// terr_init loads a bunch of resources as well as setting up the terrain
|
|
terr_init();
|
|
|
|
|
|
// This needs to be done after the renderer has loaded all its actors...
|
|
new CBaseEntityCollection;
|
|
new CEntityManager;
|
|
new CPathfindEngine;
|
|
|
|
g_EntityTemplateCollection.loadTemplates();
|
|
|
|
// Register the JavaScript interfaces with the runtime
|
|
JSI_Entity::init();
|
|
// JSI_BaseEntity::init(); // janwas: commented this out to avoid crash in JS_DestroyContext
|
|
JSI_Vector3D::init();
|
|
|
|
// if no map name specified, load test01.pmp (for convenience during
|
|
// development. that means loading no map at all is currently impossible.
|
|
// is that a problem?
|
|
if(!g_MapFile)
|
|
g_MapFile = "test01.pmp";
|
|
|
|
|
|
// load a map if we were given one
|
|
if (g_MapFile) {
|
|
CStr mapfilename("mods/official/maps/scenarios/");
|
|
mapfilename+=g_MapFile;
|
|
try {
|
|
CMapReader reader;
|
|
reader.LoadMap(mapfilename);
|
|
} catch (...) {
|
|
char errmsg[256];
|
|
sprintf(errmsg, "Failed to load map %s\n", mapfilename.c_str());
|
|
display_startup_error(errmsg);
|
|
}
|
|
}
|
|
|
|
// Initialize entities
|
|
|
|
CMessage init_msg (CMessage::EMSG_INIT);
|
|
g_EntityManager.dispatchAll(&init_msg);
|
|
|
|
#ifndef NO_GUI
|
|
in_add_handler(gui_handler);
|
|
#endif
|
|
in_add_handler(handler);
|
|
in_add_handler(terr_handler);
|
|
|
|
in_add_handler(conInputHandler);
|
|
|
|
// render everything to a blank frame to force renderer to load everything
|
|
RenderNoCull();
|
|
|
|
size_t frameCount=0;
|
|
if (g_FixedFrameTiming) {
|
|
#if 0 // TOPDOWN
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
|
|
g_Camera.m_Orientation.SetIdentity();
|
|
g_Camera.m_Orientation.RotateX(DEGTORAD(90));
|
|
g_Camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
|
|
#else // std view
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
g_Camera.m_Orientation.Translate(350, 350, -275);
|
|
#endif
|
|
g_Camera.UpdateFrustum();
|
|
}
|
|
|
|
g_Console->RegisterFunc(Testing, L"Testing");
|
|
|
|
{
|
|
wchar_t t[] = { 'T',0xE9,'s','t','i','n','g' , 0 };
|
|
g_Console->RegisterFunc(TestingUnicode, t);
|
|
}
|
|
|
|
#ifdef _MSC_VER
|
|
{
|
|
u64 CURTSC=rdtsc();
|
|
debug_out(
|
|
"----------------------------------------\n"\
|
|
"READY (elapsed = %f ms)\n"\
|
|
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
|
|
PREVTSC=CURTSC;
|
|
}
|
|
#endif
|
|
|
|
|
|
// fixed timestep main loop
|
|
const double TICK_TIME = 30e-3; // [s]
|
|
double time0 = get_time();
|
|
|
|
while(!quit)
|
|
{
|
|
res_reload_changed_files();
|
|
|
|
|
|
// TODO: limiter in case simulation can't keep up?
|
|
#if 0
|
|
double time1 = get_time();
|
|
while((time1-time0) > TICK_TIME)
|
|
{
|
|
game_ticks++;
|
|
|
|
in_get_events();
|
|
do_tick();
|
|
time0 += TICK_TIME;
|
|
}
|
|
#endif
|
|
|
|
double time1 = get_time();
|
|
|
|
// ugly, but necessary. these are one-shot events, have to be reset.
|
|
mouseButtons[SDL_BUTTON_WHEELUP] = false;
|
|
mouseButtons[SDL_BUTTON_WHEELDOWN] = false;
|
|
|
|
in_get_events();
|
|
|
|
float TimeSinceLastFrame = (float)(time1-time0);
|
|
assert(TimeSinceLastFrame >= 0.0f);
|
|
if(TimeSinceLastFrame > 0.0f)
|
|
{
|
|
UpdateWorld(TimeSinceLastFrame);
|
|
if (!g_FixedFrameTiming)
|
|
terr_update(float(TimeSinceLastFrame));
|
|
g_Console->Update(TimeSinceLastFrame);
|
|
}
|
|
|
|
if(active)
|
|
{
|
|
Render();
|
|
SDL_GL_SwapBuffers();
|
|
}
|
|
// inactive; relinquish CPU for a little while
|
|
// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
|
|
else
|
|
SDL_Delay(10);
|
|
|
|
calc_fps();
|
|
time0=time1;
|
|
frameCount++;
|
|
if (g_FixedFrameTiming && frameCount==100) quit=true;
|
|
} // main loop, while(!quit)
|
|
|
|
delete &g_ScriptingHost;
|
|
delete &g_Pathfinder;
|
|
delete &g_EntityManager;
|
|
delete &g_EntityTemplateCollection;
|
|
|
|
// destroy actor related stuff
|
|
delete &g_UnitMan;
|
|
delete &g_ObjMan;
|
|
delete &g_SkelAnimMan;
|
|
|
|
// destroy terrain related stuff
|
|
delete &g_TexMan;
|
|
|
|
// destroy renderer
|
|
delete &g_Renderer;
|
|
|
|
delete &g_ConfigDB;
|
|
|
|
psShutdown();
|
|
|
|
exit(0);
|
|
return 0;
|
|
}
|